After developing a number of "ordinary" applications I thought it would be a nice challenge to try and make a game. Because I'm used to using tiles as a platform I decided that that's the method I want to use.For the record, it's basically a mix between mario and the 2d/3d approach of LittleBigPlanet.

Now here's the "problem", because I'm using these tiles I'd like that lets say 20 tiles exactly fit a fit the length of a screen (in landscape mode). So far i've been trying to get the correct Z coordinate by trial and error, but there must be an easier way to do this right?(because I'm completely new to openGL I'm building off THIS guide)

Thank you very much

Last edited by Quipeace on Thu Jul 01, 2010 5:41 pm, edited 1 time in total.

here is an very good tutorial which describes the modes, it's normal opengl for desktop, so there are statements that doesn't exist in opengl es, which android does use, but you can understand whats going on there.

Wew, Im obviously missing quite a part of basic openGL. I suppose I'll start from the beginning again, because I really want to make use of some 3D effects (tiles moving back and forth as you walk on them etc).

Sadly I'm not german, but I think I somewhat understood what they were trying to say.

That's my current onSurfaceChanged, I'm calculating the aspect ratio from the width and height of the screen, however, the height is not set properly (the object is compressed on the vertical axis).Manually calculating the aspect ratio (800/480) and multiplying my value with the result -does- work.

Am I missing something?

EDIT: Well, hard to believe, but it looks like the supplied width and height are infact right, but the calculated ratio is not!